Topic : How to Create Virtual Reality Video
The entire procedure of making a VR video is not significantly different from making a usual two-dimensional video. While making a VR video, you have to shoot in all directions, not in a single one. For VR content, it is essential to capture an entire 360-degree angle of the view. Usually, the process of making a VR video consists of three parts. It includes pre-production, or planning, shooting, and post-production. Have a look at the content below for detailed information.
How to Produce VR Video?
To create top-quality VR content, all you need to do is follow the below guideline.
1.) Setup a Goal and Create Outline
While creating VR content, the first step is to set a goal and make an outline. Turn it into a detailed flowchart with understandable learning objectives. This step usually involves L&D teams and instructional designers. All such professionals help craft a flowchart that completely maps out the steps for learners to experience and understands how visual elements will produce a simulated setting.
2.) Create Proper Assets
Once you set up a gal and outline things correctly, the next task is to create the assets that meet those learning goals and provide you with the best outcome. These assets incorporate 2D graphic design, 3D modeling, voice-over, video elements, and more. Create the assets that perfectly align with all the learning goals.
3.) Developing Custom Scripts
In this step, the developer inscribes convention scripts and makes the content playable using authoring tools. It is essential to develop custom C# scripts for connections that fabricate the project. This approach helps make the project playable on the projected platforms, i.e., VR headset, web, computer, and more.
As you are curious to know about How to Create Virtual Reality Video you should know VR Authoring Tool
All about VR Authoring Tool
Different types of VR authoring tools are available in the market nowadays. A VR composing device creates content, assets, and learner support and evaluation for a VR program. VR authoring devices and tools join the visual elements such as 3D articles, 2D pictures, and 2D/3D texts with customized scripts that tell the headset and regulators what to do when learners interrelate in the virtual setting. These custom C# scripts give communications inside the virtual climate and incorporate the task into a playable program.
The two most influential and notable VR composing devices are Unity and Unreal. Proficient designers with significant degrees of preparation and information utilize these two tools because they are not always instinctive; however, the quality and profundity of the VR experiences they can make are tremendous, making their utilization advantageous.
Hiring a Learning Partner
The expert learning partner can help users create an inclusive VR program that benefits your organization’s knowledge and expansion efforts. Taking services from an expert team can optimistically influence your VR program in the following ways:
Consistency — training programs provide consistency and keep things smooth. Regardless of the learner, facilitator, or location, training consistency is the primary key to ensure that all the goals are accomplished flawlessly and metrics are gathered.
Scalability — you wish your VR program to be scalable to make sure your learners can get training from anywhere. The training programs can be leveled through an Extended Reality System (XRS), expert instructional design, affordable equipment, and more.
Set Metrics — a learning partner can assist an association in situate, gather, and infer key training metrics. The metrics can be pulled easily from a remote VR lineup with an XRS that displays metrics in a communicative online dashboard.
Examples of Creating VR Content
The two famous examples of creating VR content are In-House 360° VR and Outsource Full VR. Have a look at both of these examples in detail.
In-House 360° VR
Your organization can make its VR content by recording a 360° video in-house. This is the least complicated way of making VR content. 360° VR plunges your learners into a setting produced using a recorded video through desktop, headset, or cell phone. This video can be shot with an omnidirectional camera that gives a 360° view, which your association may currently own. Users are put in a fixed area, and they can check them out, watch the recorded video, and make selections through interactive buttons and hotspots. For instance, students can foster their delicate abilities by exploring distinctive social styles during HR preparation or work through troubleshooting products and mending equipment by outlining bit-by-bit guides. One must observe the below-mentioned questions while shooting their 360° video. It includes:
- Is this preferred location appropriate to the learner’s experience?
- How will the learners access this clip?
- How can you prompt your audience to look around?
Usually, the 360° VR training programs range from $30,000 to $75,000 or more. Different factors affect the price. It includes VR headsets, filming, an in-house budget for the program and instructional design, and more.
Outsource Full VR
Your association could partner with an outsourced association to foster a Full VR learning program. Reevaluating your program can give you admittance to arising innovation arrangements, similar to Full VR and expanded reality (AR). A Full VR program permits a student with a headset to move freely in a virtual climate and move objects.
One of the biggest advantages of a Full VR program is that it considers safe experiential mastering for soft skills and more multifaceted technical processes. An example incorporates permitting your students to rehearse appropriately stacking and packaging pallets in a warehouse. This approach can help the learners in avoiding all sorts of workplace hazards and protecting actual products.
A Full VR program usually costs more than 360° VR. With this program, one can expect to pay between $50,000 and $150,000 or more. There are a lot of factors that affect the price of a Full VR program. It includes outsourcing instructional design and programming and equipment costs.
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